Thread: Spells: Enc spell hate too much?
View Single Post
  #4  
Old 10-22-2009, 08:55 AM
takatok takatok is offline
Large Rat


Join Date: Oct 2009
Posts: 5
Default

Our standard play group is mage, mage, druid , enchanter. I can also tell that enchanter spells are enormous aggro compared to anyone else and noticiably worse than live. I think this has to do with the way EQEMU handles aggro for spells.

N.B. The following is assuming that '99 sitll has the same aggro code as stock EqEmu.

The way the server handles aggro is it checks every type of aggro a spell might have... Dmg, ac debuff, str debuff, sta debuff, and so on. Each one of these has a number associated with it that is spell specific (technically that number runs through a formula.. but the final result is a set amount of aggro). Now each spell can be tweaked so the aggro from one spell's ac debuff is less than another spells debuff.

However, if the Database person isn't aware of how the code works looks at other spells to see how a paticular spell should be coded in or just doesn't realize the effects are cumulative some problems can creep in. Say Spell A only stuns and has 100 aggro. Spell B is only an AC debuff and has 80 aggro. Enchanter Spell C... stuns AND ac debuffs ends up having 180 if htey just copy the numbers from the last 2 spells. Since most chanter spells end up having multple components to them (stun, stat debuffs as well as dot or DD), I think this is where the super high aggro is coming from. I think a sample just from level 1-24 spells of enchanters would show after calculating all the aggro number they are indeed clocking in too high.

There might end up being problems later on with shaman/mage spell lines of malo.. unless they were caught in a beta test and tweaked already. Though it could just be the small stun all the chanter spells tend to have is whats wrecking them since stun on other spells generally is high aggro intentionally.

Bapo 23 Mage

P.S On a different note.. I find it interesting that the slow leveling + forcing to use original gear is highlighting a lot of oddities in the code. I suspect on most of the EQemu servers.. small differences in aggro between casters is barely even noticed.. While small imbalances on 99 become glaringly huge. It seems Classic takes a much finer tuning to work right. Kudos for all the mechanics that already are working quite well.
Last edited by takatok; 10-22-2009 at 08:59 AM..
Reply With Quote